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cinematic problem

11-12-2002, 02:06 AM#1
Unindel
ok, im makin a cinematic and i have a couple units ordered to move (seperately) to a region for each of them. along their path i have the camera following them as they run along and turning and such. the problem is once they arrive at their positions, they turn around and start running back. i have no clue why. im using the move command for the unit order so its not like its patrolling. i tried issuing a stop order to each unit as it enters the region i want them to stop at, and they stop, but then a sec later they start running back. i tried to have a temporary solution by simply having that when the units reach their destination it turns on a trigger that every .25 seconds orders them to stop, and if they are not facing the right angle, then to order them to face it. this sort of works, except when they start running back they end up a little back of where they're supposed to be, and it just looks dumb for them to run forward, then backward, stop and turn around.

basically triggers are as follows for this portion of the cinematic:
unit - order mountain king 0468 to move to center of mkhere
unit - order....
" "
" "
" "
" " (so 6 diff units ordered to move to their respective regions)
Player group - pick every player in all players and do camera - apply camera1<gen> for picked player over 1 sec
for each (integer A) from 1 to numplayers do (wait 1.00 seconds)
""apply camera2<gen> for picked player over 5 sec
for each (integer A) from 1 to numplayers do (wait 5.00 seconds)
""apply camera3<gen> for picked player over 1 sec
for each (integer A) from 1 to numplayers do (wait 1.00 seconds)
""apply camera4<gen> for picked player over 5 sec
for each (integer A) from 1 to numplayers do (wait 5.00 seconds)
""apply camera5<gen> for picked player over 1 sec
(diff cameras being applied for the players with wait commands so it works right on b.net)
unit group - pick every unit in unitstotalk and make picked unit face (center of facehere<gen>) over .25 seconds)
unit group - order unitstotalk to stop
trigger - turn on STOP MOVING DAMMIT<gen>


stop moving dammit<gen> is:
event: every .25 seconds of game time
actions:
unit group - order unitstotalk to stop
unit group - pick every unit in unitstotalk and do (if ((facing of (picked unit)) Not equal to (Angle from (Position of (Picked unit)) to (Center of facehere<gen>))) then do (unit - make (picked unit) face (center of facehere<gen> over 0.00 seconds) else (do nothing)

they still turn around and for some reason start to run back. without the stopmovingdammit trigger they'll just run back and forth for the duration of the cinematic.
11-12-2002, 11:52 AM#2
Insaniteus
Nobody has figured out WHY this happenes yet, but there are a few solutions. One is to run Unit enters region--order unit to stop triggers for everyone. That's probably the best one.

-Insaniteus-
11-13-2002, 03:18 AM#3
Draco
I didn't read your whole post, but are you having all units ignore their guard positions?
11-13-2002, 05:48 AM#4
Unindel
solved the problem by giving a hold position command to the units at the point right before when they usually turn around to start running back. worked great. just had to give it to them twice
11-13-2002, 05:56 AM#5
Deicide
If they are computer units (not neutral or player controlled), then you need to give the command AI - Ignore Unit's Guarding Position, or else the AI will always send the unit back to its original spot.
11-13-2002, 08:26 AM#6
Unindel
they were neutral passive